About DUTC Inventory Manager
From Steam WorkshopDUTC INVENTORY One script runs your whole base. Sorting, autocrafting, refinery feeding, bottle refilling, ice + uranium balancing and modern sprite-drawn LCDs - in a third of the code of the…
DUTC INVENTORY
One script runs your whole base. Sorting, autocrafting, refinery feeding, bottle refilling, ice + uranium balancing and modern sprite-drawn LCDs - in a third of the code of the classics, and fully backward compatible with Isy's Inventory Manager setups.
Source Code
Full commented source, module layout and build script: github.com/WindingDuke77/dutc-inventory-manager Issues and pull requests welcome - most fixes in this script came from the community.
Features
- Item sorting - everything routes into type containers: Ores / Ingots / Components / Tools / Ammo / Bottles / Food. Optional: Ice / Gravel
- Food category - food, ingredients, seeds and produce get their own containers, vegetables from generic-typed mods included (extendable foodWords list in the config)
- Even container balancing - items split equally across same-type containers
- Turret ammo loading - every turret and fixed gun kept stocked, subgrids and docked ships included
- Auto container assignment - type full or missing? Biggest free cargo that can hold that type gets tagged automatically
- Bottle refilling that works - bottles route through tanks with gas, and bottles already stored get topped up too
- Autocrafting - wanted amounts live in the LCD's Custom Data (prefilled with every craftable item). Colored status screen: green = stocked, amber = crafting, red = low
- Blueprint learning - queue a stubborn modded item once by hand and the script adopts its blueprint automatically
- Disassembling - add D behind the wanted amount (SteelPlate=1000D) and the excess gets melted back down automatically
- Refinery management - auto-fed by ore priority (Stone first by default), ore balanced evenly across refineries, priority ore moved to the front of the queue
- Assembler feeding - queued assemblers get pre-stocked with the exact ingots their queue needs, volume-capped and proportional so one ingredient can never flood the input and stall the queue
- Assembler balancing - idle assemblers take over queued work from busy ones, fast assemblers never sit wasted (only this script's own queue entries get moved)
- Ice balancing - even split across O2/H2 generators
- Uranium balancing - fixed amount per reactor (100 large / 25 small)
- Assembler cleanup - idle assemblers get emptied back into cargo
- Sprite LCDs - dark flat UI with colored bars on every screen, auto-scrolling when content overflows
- Special containers - per-container loadouts with Normal / Minimum / Limiter / All modes
- Performance friendly - work is spread over small resumable steps, safe on 1000+ inventory bases
- No warning spam - storage blocks without conveyor ports (armories, lockers, freight racks) are skipped silently
Setup
[olist] [*]Paste the script into a Programmable Block. It runs by itself - no timer, no arguments. [*]Name cargo containers with a type word (Ores / Ingots / Components / Tools / Ammo / Bottles / Food) - or build cargo and let the script assign them. [*]Add LCD tags to any LCD or cockpit name (see below). [*]Done. Everything else is automatic. [/olist]
LCD Screens
Add the tag to any LCD or cockpit name:
- DUTC-main - status overview: fill bars per type, machine counts, queue, warnings, recent actions
- DUTC-inv - item lists with bars. Filters go in the LCD's Custom Data (Component / Ingot / SteelPlate / regex...)
- DUTC-warn - numbered warnings
- DUTC-act - timestamped log of every item moved
- Autocrafting - crafting status screen; edit wanted amounts in its Custom Data
Cockpit screens: DUTC-main:0 = first screen, :1 = second, etc. Per-screen text size: put UIScale=0.8 in that block's Custom Data (overrides the global UI_SCALE).
Autocrafting
The Autocrafting LCD's Custom Data is your shopping list - prefilled automatically:
SteelPlate=15000P
Construction=5000
Motor=1500
Modifiers: P = craft first, I = ignore, D = disassemble the excess, H = hide from the screen. Stubborn modded item? Force its blueprint (BP: last on the line, spaces allowed): [code]SomeModItem=100 BP:BlueprintSubtype[/code] Better: the script learns from your assemblers - queue a stubborn modded item once by hand and its blueprint gets picked up automatically (argument bps lists every learned name). Find the exact ITEM name: run the PB with argument items <part of the name>. Test a blueprint name: argument bp <name>. A wrong BP: name shows BP? on the screen. [NoBP] on screen = no assembler can craft that item (modded or not craftable). Quotas count the BASE stock, connector-joined stations included. Docked ships don't count (they leave). Turrets and Specials count by default (switches: craftCountDocked / craftCountGuns / craftCountSpecials). Refinery quotas: Ingot/Iron=50000 keeps 50k iron ingots - ore feeding stops at the target and resumes below it. Deep blueprint searching needs no setup: it runs automatically for any item with a wanted amount above zero, and every blueprint it finds (or rules out) is remembered in the PB's Storage across recompiles and world reloads. Multiple screens? Name them Autocrafting 1, Autocrafting 2... - the list flows in that order.
Keywords
- Special - loadout container (edit its Custom Data, IIM modes supported: 100 / 100M / 100L / All)
- Locked - script never touches it
- Hidden - not counted, not displayed, left out of sorting
- !manual - machine excluded from management
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 3d ago.
DUTC Inventory Manager on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2026-10-31, released 2026-10-31
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 11 recorded builds of DUTC Inventory Manager.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 2026-10-31 | 2026-10-31 | n/a | Workshop |
| 2026-10-30 | 2026-10-30 | n/a | Workshop |
| 2026-10-24 | 2026-10-24 | n/a | Workshop |
| 2026-10-20 | 2026-10-20 | n/a | Workshop |
| 2026-10-18 | 2026-10-18 | n/a | Workshop |
| 2026-10-12 | 2026-10-12 | n/a | Workshop |
Run DUTC Inventory Manager on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogQuality of life & UI
Small conveniences, tweaks and interface improvements players notice straight away.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-11-04Open ↗
- ✓AuthorDutchess77, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
